# A sports season or activity by the team members which includes training or practice.

# A sports season or activity by the team members which includes training or practice.

# An ultimate adventure activity with the team (this can be any event including [[Varsity_Scout_Activity_Pins#Discovering_America|Discovering America]], [[Varsity_Scout_Activity_Pins#Mechanics|Mechanics]], [[Varsity_Scout_Activity_Pins#Frontiersman|Frontiersman]], or other activity).

# An ultimate adventure activity with the team (this can be any event including [[Varsity_Scout_Activity_Pins#Discovering_America|Discovering America]], [[Varsity_Scout_Activity_Pins#Mechanics|Mechanics]], [[Varsity_Scout_Activity_Pins#Frontiersman|Frontiersman]], or other activity).

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# An '''ultimate adventure''' (a set of multiple activities held in conjunction program managers from one or all the other fields of emphasis), culminating in a high-adventure, sports activity, or ultimate adventure.

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# An '''ultimate adventure''' (a set of multiple activities held in conjunction program managers from one or all the other fields of emphasis), culminating in a high-adventure, or sports activity.

At the completion of this program, Varsity Scouts who lead or participate in one of these events earn a [[Varsity Scout Letter]] or a [[Varsity Scout Letter Bar]] and an [[Varsity Scout Activity Pins|activity pin]] if available (pin requirements are set by the team captain).

At the completion of this program, Varsity Scouts who lead or participate in one of these events earn a [[Varsity Scout Letter]] or a [[Varsity Scout Letter Bar]] and an [[Varsity Scout Activity Pins|activity pin]] if available (pin requirements are set by the team captain).

The High-Adventure/Sports Program Manager is a position of responsibility appointed by the Captain who supervises high-adventure or sports practice sessions and an activity in this field of emphasis. The High-Adventure/Sports Program Manager performs a similar function as a Venture Patrol Leader in a Boy Scout troop. He is reports to the team's captain under the leadership of the Squad Leader.

Position description

The High-Adventure/Sports Program Manager is an appointed leader of the aspects of the this field of emphasis in his team. He works with an adult High-Adventure/Sports Program Adviser to plan and perform primary leadership for team practice sessions and advancement events. He usually serves a 6- or 12-month term.

The High-Adventure/Sports Program Manager supervises a program event which consists of practice sessions and one or more activities such as an outdoor adventure, ultimate adventure, a tournament or a sports season. The program event planned by the program manager may be one of the following types:

A long-term high-adventure excursion (once a year), or a short-term high-adventure.

A sports season or activity by the team members which includes training or practice.

Multiple concurrent program managers for this field

The captain normally appoints one high-adventure/sports program manager for each leadership term. An exception would be to appoint one program manager for a short-term adventure activity (3- to 6-month timeframe), and another program manager to lead the team's annual sports season or long-term high-adventure.

Procedure

The high-adventure/sports program manager seeks input from the entire team to select an activity. A program may require assistance from adult experts who may or may not be a member of the team; the program manager with assistance from the adult program adviser and team leaders, may help locate expert consultants so the team may do activities they may have not done before but would like to try.

A completed program is not just a single event. A program requires training or practice sessions that lead up to the sports season or adventure. The programs listed in the Varsity Scout Handbook's' "Program Features at a Glance" all have Varsity Scout Activity Pins available, but the team may plan activities other than those listed.

Varsity Scout teams do have a long-term adventure once a year. But remember, a program does not have to be climbing mountaintops and league sports play. Things such as bowling tournaments, mechanics, shooting sports, or softball can be accomplished in three to six months.

Big Event

A "Big Event" is a group of common-themed activities from one or all of the other program fields of emphasis, culminating in a high-adventure, sports activity or ultimate adventure. The "Program Features at a Glance" give examples how other programs can mesh together.

Varsity Challenges

Activities can be interteam with other Varsity Scout teams, other Boy Scout troops, or Venturing crews, or with young women. A Varsity Challenge can be sports or a fun competition such as a "Goofy Olympics."

Don't be afraid to try a Varsity Challenge or a Big Event; incorporating activities of other program managers that tie into and culminate in a high-adventure or sport can increase the fun.